Semi-iconic Illustration

I use what I call semi-iconic illustration techniques for all my plans. What this means in simple terms is that I use a set of standard 'icons' for various pieces of equipment and furniture, but these icons are not intended to be exact representations of what is actually there. I use these instantly recognisable depictions so that the function of this compartment is understandable without having to bother with a key.
There are two good examples I'd like to expound further.

Hygiene Blocks
Pretty much all of my plans have a section or two labelled 'Hygiene' and a depiction of a normal twentieth century toilet, sink and shower cubicle. I don't suggest that the ships actually have the classic ceramics. I know what they actually have in my game, but I couldn't speak for others or in any way what the 'true' nature of these essentials are in the Star Wars Universe.

Autochef
In my game ships are usually equipped with a single machine, the autochef, which covers just about every aspect of food and (non-alcoholic) drink production. The process is fairly simple; the 'chef takes an order via keypad or voice command and assembles the necessary goop from stores. It then processes these basic food products to simulate (occasionally accurately) the order. The 'chef can use texturisers, colourants and flavourings to make many kinds of foods. It has trouble with things like bone, but as a basic food supply whilst on ship it functions well. (Unless you let a squib 'fix' it.) That's what it does in my universe. However, as with the hygiene units it basically just shows 'here is where food is prepared'. Substitute the 'chef for whatever you feel is appropriate in your game.